Search This Blog

Pages

Wirry-Carle - Creatures of Eira Preview

In Celtic folklore the Wirry-Carle or Wirry- Cowe are a malevolent fae spirit that serves much the same purpose as bugbears and goblins in Northern Europe. As such there is little definitive information about these creatures as they morph to become whatever the teller of a tale needs them to be.

In Eira however …

… The Wirry-Carle are a race of barbaric demi-humans who make their home in the highlands of Eira and in the barrowlands of the western coast. They are slim, emaciated looking creatures standing approximately 5 feet tall, with stooped, backs and long clawed hands. They see all other races as enemies but rarely do more than village raids and caravan ambushes.

Wirry-Carle are a vicious race who believe that they were once as beautiful as the Au-Sidhe until they were tricked by the Night Queen of the Un-Sidhe and cursed with their horrid forms. They hold an extraordinary hatred of Au-Sidhe, Un-Sidhe and any with even a hint of Sidhe blood.

Wirry Carle

Hit Dice: 1

Armor Class: 7 [12]

Attacks: 1 weapon (Short Sword) or 1 weapon (Short Bow)

Saving Throw: 17

Special: None

Alignment: Chaos

Challenge Level/XP: 1/15

Wirry Carle Chieftain

Hit Dice: 4

Armor Class: 5 [14]

Attacks: 1 weapon (Great Sword)

Saving Throw: 13

Special: Rank and File

Alignment: Chaos

Challenge Level/XP: 3/60

Rank and File – During combat a Wirry Carle Chieftain has a 3 in 6 chance of letting out a roaring battle cry that will summon any nearby Wirry Carle to him in 1d4 rounds of the battle cry.

Inspire – With a word of power and prayer to their eldritch sponsor the spell caster can bolster the moral of any of its “flock” within a 60’ radius of himself. Those affected by the power and prayer of the caster receive +1 to all to-hit and damage rolls as well as recover 2 hit points.

Comments

Post a Comment

Popular posts from this blog

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame. Well, five years later and I have sold maybe six copies. With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

I. The stench of rotten fish, sweat, mildewed wood and the
ocean rose up from the black waters of the harbor in a visible mist that hung over the free
trade city of Wickend adding to the
already strong reek of human filth and cheap ale. The setting sun,
unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of
the Old District. From open doors and windows came the sounds of life, true life, of men laughing and
boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device. If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest. Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.